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UNKNOWN
a solitaire game of
starfleet command
STATION UNKNOWN
1st Edition
© S. Read 2020
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THE YEAR IS 2159…
…and humanity has spread to the stars. The upstart
species enters a galaxy full of alien life and adventure.
The Leonid Hegemony expands its martial empire, its
fierce Lionships the vanguard of merciless conquest.
The Grey flicker through space in deadly Shadow
Cruisers, manipulating galactic politics through
subterfuge and violence.
The sentient Ooze gathers itself into living spaceships
and horrible monsters, seeking to turn all life into goo.
Terrifying beasts hide in dark places on alien planets,
protecting valuable resources and ruins.
Pirates and rebels seek fortune and political change
throughout the galaxy, threatening the uneasy peace
maintained by the almighty Directorate.
You are an officer in the Directorate Space Fleet. You
have been assigned to a colony station, an outpost on
the far frontier of human civilization.
In order to survive, you will need to parley with alien
neighbors and restless locals, explore hostile planets,
probe the depths of space, and win battles against the
galaxy’s most fearsome foes.
TABLE OF CONTENTS
GAME OVERVIEW 7
COMPONENTS 7
SET UP 8
TURN STRUCTURE 9
THE ORDERS PHASE 10
EXAMPLE ORDERS 11
PLANET GENERATION 15
HOSTILE PLANETS 16
WARRANTS 17
OPERATIONS 18
PATROLS 18
PROBES 19
EXTRACTION 20
CONSTRUCTION 21
DIPLOMACY 22
THE REQUISITION PHASE 23
THE FIRST REQUISITION PHASE 24
PRESTIGE POINTS 25
SHIPS, CHARACTERS, AND STRUCTURES 26
EXAMPLES 27
THE EVENTS PHASE 30
THE AI PHASE 31
ENEMY REACTIONS 32
DIPLOMATIC REACTIONS 35
THE ACTION PHASE 36
UNIVERSAL ABILITIES 37
MOVEMENT 38
DIPLOMATIC ACTIONS 39
WARMONGERING 40
REBELLION 41
TRADE DISPUTES 42
TABLE OF CONTENTS, CONT’D.
PANDEMICS 43
JOINT VENTURES 44
CEREMONIES 45
HOSTAGE NEGOTIATION 46
UNORDERED ACTIONS 47
PLANNING 47
THE BATTLE PHASE 48
SETTING UP A BATTLE 50
BATTLE ROUNDS 49
THE PLAYER ROUND 50
DEALING DAMAGE 51
ELIMINATION 52
BOARDING ACTIONS 53
PLANETARY LANDINGS 54
THE ENEMY ROUND 55
ENEMY LANDINGS 56
ENEMY BOARDING ACTIONS 57
THE PLANET ROUND 58
THE WITHDRAWAL ROUND 59
ENDING A BATTLE 60
ENDING A TURN 60
ENDING THE GAME 61
LINKING SESSIONS TOGETHER 62
APPENDIX: TABLES 64
APPENDIX: UNIT TEMPLATES 103
THE DIRECTORATE 104
THE GREY 119
THE OOZE 121
THE LEONID HEGEMONY 123
MARAUDERS 125
APPENDIX: PREMADE SCENARIOS 127
GAME OVERVIEW
INTRODUCTION
STATION UNKNOWN is a solitaire game of starfleet command. You will manage a frontier
space station, building ships and recruiting officers to carry out your orders and maintain
peace in the sector.
You will fight battles, make diplomatic choices, conduct strategic missions, and carefully
develop your operational force.
Each game session is meant to feel like a season of a sci-fi TV show, and multiple sessions
can be linked together.
COMPONENTS
This is a “print-and-play” game,
meaning its components are
meant to be printed out and
lightly assembled before play. 86 16
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You’ll need to print the starmap 85
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This rulebook is rather long and 74
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heavy on examples—you don’t 72 22
need to print the whole thing. I
recommend printing out the 62 32
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tables and rules reference at the 64 52 42 34
back of the book (also offered 65 35
as a standalone download) 53 43
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You’ll also need a variety of 36
If the d6 result is a 1, that means that the Order will relate to Alpha Station.
A. For example, rolling a 1 on the d8 and a 5 on the d6 will result in an Order
relating to Zone 15.
B. Rolling a 6 on the d8 and a 1 on the d6 will result in an Order relating to
Alpha Station.
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EXAMPLE: CLASSIFYING ORDERS.
Once the coordinates are established, you roll to determine the nature of the Order.
The three tables below are your primary reference points.
You’ll first roll 1d6 on the Orders Table to determine whether the Order is a Warrant,
which calls for the elimination of an enemy force, or an Operation, which encompasses
a variety of different missions. Then you’ll roll another d6 to determine the type of
Warrant or Operation.
ORDERS OPERATIONS
1d6 Order Type 1d6 Order Type
1-3 Warrant (a) 1 Patrol (a)
4-6 Operation (b) 2 Probe (b)
3 Extraction (c)
Notes:
a) Roll on the Alien Force Table to determine 4 Construction (d)
the nature of the Warrant
b) Roll on the Operations Table to determine 5-6 Diplomacy (e)
the nature of the Operation
Notes:
a) Roll again. 1-3 this is a planetary patrol; 4-6
ALIEN FORCE it is a space patrol. In the former case, roll to
generate a planet on the Planet Table
1d6 Enemy Force b) Roll again. 1-3 this is a planetary probe; 4-6
1-2 The Ooze (a) it is a space probe. In the former case, roll
to generate a planet on the Planet Table
3-4 The Grey (b) c) Roll on the Planet Table
d) Roll on the Structures Table to determine
5-6 The Leonid Hegemony (c) what you need to build. If you need to
build a planetary structure, generate a
Notes: planet to host it.
a) Roll four times on the Ooze Table to build the force. e) Roll on the Diplomatic Event Table to
b) Roll four times on The Grey Table to build the force. further detail the diplomatic event.
c) Roll three times on the Leonid Hegemony Table to
build the force. Refer to rules section “Ending the Game” for
details on what constitutes success or failure for
If any planetary units are generated in this process, these operations
generate a planet to host them using Table C.
A mixture of planetary units and spaceships. The inclusion of the planetary units means
I’ll need to generate a planet to host them, which is explained in the next section.
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Legion Walker 83 13
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EXAMPLE: STATION DIPLOMACY.
For the second Order, I refer to the specific STATION ORDERS
Station Orders Table when rolling my first
d6. 1d6 Operation Type
1-3 Upgrade Station (a)
I roll a 5, indicating a Diplomatic Event. I
refer to the Diplomatic Event Table to 4-6 Diplomacy (b)
determine the nature of the event, rolling an Notes:
3 to indicate a Trade Dispute. I’ll refer to a) Spend 10 RP on new Station equipment to
further details in the rules as instructed. execute. May not be spent in the 1st
requisition phase
b) Roll on the Diplomatic Event Table to further
The rules details for Trade Disputes instruct detail the event. Do not generate a host
me to determine the faction involved in the planet—the event is taking place on the
trade dispute. I roll a d6 as instructed and, Station.
with a result of 6, identify the Leonids as the You will look at this table when your second
involved party. coordinate is a “1” which indicates that the Order
relates to the Station. This table will indicate the
With that, Order generation for this Op is result of the third D6 you roll during Order
generation.
complete. I’m ordered to eliminate the Grey
war force and handle the Leonid trade DIPLOMATIC EVENTS
dispute. 1d6 Event
Every type of Order comes with its own 1 Warmongering
criteria for success or failure, which can be 2 Arms Race
found in the Warrants and Operations rules
3 Trade Dispute
sections.
4 Joint Venture
I still need to generate the Grey planet in
Zone 15. The next rules section will describe 5 Galactic Ceremony
that process. 6 Pandemic
Notes:
Refer to the Diplomacy rules section for more
details on diplomatic events.
PLANETS PLANETS
4d6
Planets are generated at various times 1st d6 Planet Type (a)
during the game.
1-2 Rocky
Whenever a non-Station Order or Event
3 Ice
calls for the placement of a planetary force,
a diplomatic event, a planetary probe, a 4 Gas
planetary patrol, or an extraction, you will 5 Water
generate a planet to host it.
6 Exo
Roll on the Planets Table to generate a 2nd d6 Extraction Capacity (b)
planet.
1-3 Poor
You may also reveal planets through 4-6 Rich
conducting Orbital Probes.
3rd d6 Hostility (c)
The term “planet” also describes asteroids
and other things in this case. 1 -2
The planet’s Type primarily affects the use 2 -1
of equipment and abilities. 3 0
The planet’s Extraction Capacity 4 1
determines its extractable resources. 5 2
The planet’s Hostility determines its 6 3
environmental dangers in various ways. 4th d6 Life Forms (d)
The planet’s Life Forms indicate the 1 Bugs
planet’s inhabitants.
2 Marauders
After you’ve made the rolls, you should 3-6 Barren
record the results and label the planet
directly on the starmap.
Finding, patrolling, probing, and mining In the example from before, I roll for the
planets is an important part of sustaining
Grey planet.. I roll a 2 > 4 > 3. This
your economy throughout the game.
indicates a Rocky, Rich, Barren planet.. I
draw the planet on the starmap and place
the Grey planetary forces on top of it..
HOSTILE PLANETS
Exploring planets can be a hazardous business.
Whenever a character, ship, or structure performs an action in the Action Phase while
on a hostility planet, they risk taking damage based on the planet’s hostility rating. This
damage may be saved as normal.
Activation, damage, and saves are explained in more detail in later rules sections.
WARRANTS
ORBITAL PROBES
1d6 Probe Result
1 Nothing
2 Nothing
3 Marauders (a)
4 Salvage (b)
5-6 Planet (c)
Notes:
a) Roll another D6. 1-2 Pirates; 3 Rebels; 4 Ooze; 5
Grey; 6 Leonid. Roll twice on the relevant force
Table and place the results in this zone. If you
generate planetary units generate a host planet.
b) Roll another D6. On a 1-3, gain 1-3 RP. On a 4-6,
gain 1-3 AT from a random faction
c) Generate a planet in this zone
EXTRACTION
Planetary Extractions are one of the most effective ways to gain resources during
the game.
Unlike patrols and probes, extractions may not take place in space, only on a planet.
If ordered, you should also generate a planet to host the extraction.
Extractions require specialized equipment. To execute an Extraction Order, you
must conduct an Extraction Action by activating that equipment during the Action
Phase.
To resolve the action, you will roll 1d3 on a poor Planet and 1d6 on a Rich planet,
plus extra d3s and d6s that arise as possible modifiers, and gain that many RP.
Trade Dispute
Warmongering These events are resolved
by performing Diplomacy
Rebellion
actions, which are detailed
Joint Venture in later sections.
Pandemic
Galactic Ceremony
THE REQUISITION PHASE
In the Requisition Phase, you will build and maintain your operational force.
The force is primarily comprised of ships, characters, and structures.
You’ll build the force by spending Resource Points, Experience Points, and
Prestige Points.
Resource Points represent physical resources that are used to build ships,
structures, equipment, and other things.
Ships require a “Chassis” which determines their basic hull and systems array. A
ship can only have one Chassis.
Hull Points are like ship health points, and Systems Points represent a ship’s
technological capability.
Characters require a “Background” which determines their health, quality, and a
few special abilities. A character can only have two Backgrounds and must have at
least one. Backgrounds may only be chosen when the character is created.
Health points are what they sound like, and Quality Points determine how
well the character makes use of equipment and abilities.
Structures require a “Type” and are further defined by Upgrades, which may be
purchased at your discretion.
Structures enable the performance of special actions and are involved in the
Battle Phase.
+1 health
Scientist
+2 quality 2 XP
Background
Add 2 dice to Joint Venture and Pandemic event rolls
+2 health
Crew Chief
+2 quality 2 XP
Background
Add 2 dice to ship repair rolls
+1 health
Scientist
+2 quality 2 XP
Background
Add 2 dice to Joint Venture and Pandemic event rolls
DSC Dragontooth
Equipment Description Cost
+5 hull
Corvette Chassis 9 RP
+6 systems
Use – battle phase
Aegis Shields Cost – 2 system points 3 RP
Effect – gain 3 save for 1 turn
Use – action phase
Coronus Engines Cost – 5 systems points 3 RP
Effect – move up to two zones
Use: battle phase
Neptune Lasers Cost: 3 systems points 4 RP
Effect: roll d6/d6 damage against 1 target
Use: battle phase
Cost: 1 systems point
Targeting Beam Effect: pick a target and roll a d6. If you score a 3 RP
4+, add 2 to damage rolls for all others
targeting that unit this round
Outpost 73
Equipment/Ability Description Cost
Attack: d3/d6
Type: Outpost Hull: 4 8 RP
Save: 4
Improved Orbital
Add 2 to damage rolls against orbital targets 3 RP
Defenses
31
THE EVENTS PHASE
In the Events Phase, you will generate random events.
Generating an event is similar to generating an Order, and in some cases the event will
be receiving new orders.
You’ll start the Event Phase by rolling on the Events Table. You’ll make one roll sequence
per Events Phase.
After you’ve recorded any necessary information from your rolls, progress to the AI
Phase.
TABLE 6: EVENTS
1d6 Event
1 New Orders (a)
2 Place enemy force (b)
3-4 Diplomatic Event (c)
5 No event
6 Supply Drop (d)
Notes:
a) Generate one new Order in the normal
fashion. This is added to your end-game
conditions.
b) Roll for coordinates and place a force of d6
units of a random faction according to the
Alien Force Table. Generate a planet if
necessary If your first roll indicates the Station,
place a force of d3 units instead. This is not
added to your end-game conditions.
c) Generate a new Diplomatic Event as normal.
This is not added to your end-game
conditions.
d) Gain d20 RP
THE AI PHASE
In the AI Phase, you’ll make rolls to determine the behavior of a variety of game
entities.
Primarily, you’ll be rolling for the behavior of:
Enemy units
Diplomatic events
You may make reaction rolls in any order you wish. Once you’ve completed all
necessary AI rolls and one roll per diplomatic situation, you are ready to move on
to the Action Phase.
ENEMY UNIT REACTIONS
Non-player controlled units have accompanying
“Reaction Tables” found in the back of this book. You
will roll once on that table during the AI Phase and
carry out the actions indicated.
Some Reaction results contain the note,
“critical.” This means that if you score such a
result you implement the basic reaction effect
and also roll on the Criticals Table and
implement those effects as well.
Some Reaction results contain the instruction to
“amplify” or “diminish” various rolls. This process
is explained in the next rules section (the Action
Phase), but essentially involves adding or
subtracting dice and/or picking the
highest/lowest result.
When multiple enemy units occupy the same zone,
you will limit your reaction rolls.
You will use the highest-numbered Reaction
Table to make one roll to determine the
behavior of the premier unit as well as that of all
the lesser-numbered units in the zone.
The highest numbered orbital unit directs the
other orbital units. The highest numbered
planetary unit directs other planetary units.
Many AI ship reactions include the note,
“transport.” This means that they will
transport any planetary units in the zone
on their ships as they travel. Ships (player
and AI alike) may not transport more units
than they have starting Hull Points.
If a zone contains orbital and planetary AI
units of the same faction, make the
planetary roll first.
EXAMPLE: UNIT REACTIONS
Let’s take a look at a Leonid Lionship, the pride of the Leonid fleet.
You’ll see it indicates Reaction Table LO3 (Leonid Orbital 3). That’s the table you
roll on during the AI Phase.
Transport/Board/Land is further discussed with the Battle Phase.
You will act by “activating” equipment and abilities. The number you are allowed to
activate depends on the active ship’s systems score or the active character’s quality score.
Equipment comes with a Systems or Quality cost. Ships have a cumulative Systems
score and Characters have a cumulative Quality score. When activating equipment
and abilities, you will spend the unit’s score as points.
It also costs 1 Quality point from any character onboard a ship to activate a piece of
equipment, in addition to the equipment’s system cost. This applies to the Action Phase as
well as the Battle Phase
Abilities are unique to characters and have a Quality cost. Although characters can
have equipment as well as abilities, they spend from the same pool of Quality
Points to activate them during the Action Phase.
You may not exceed a unit’s score during an Action Phase. Points are reset at the
start of each Action Phase.
As you activate abilities and equipment, you’ll be spending your Systems and Quality
Points to perform actions across the sector. Once you’ve spent all you wish to spend,
proceed to the Battle Phase.
Unless otherwise noted, you may only activate a piece of equipment or an ability once
per Action Phase.
UNIVERSAL
ABILITIES
All characters have access to a few Universal Abilities just by virtue of being characters.
The Universal Abilities are these:
Ability Description
Use: action phase
Cost: 2 quality points
Diplomacy
Effect: roll 1d6 to resolve a diplomatic event or hostage negotiation in
your zone
Use: action phase
Patrol Cost: 2 quality points
Effect: roll 1d6 on the Orbital or Planetary Patrol Table
Use: action phase/battle phase
Plan Cost: 1 quality points
Effect: bank 1 die towards a plan
Use: action phase/battle phase
Tactics Cost: 1 quality point
Effect: roll 1d6 on the Tactics table
Use: action phase/battle phase
Repair Cost: 2 quality points
Effect: roll 1d6 on the Repair Table
Use: action phase
Heal/Recover Cost: 1 quality point
Effect: regain d3 health points or quality points
Use: action phase/battle phase
Redeploy Cost: 2 quality points
Effect: move to a different planet or friendly ship in the same zone
Use: battle phase
Grapple Cost: 1 quality point
Effect: deal -/d2 damage against a single target
Use: battle phase
Take Cover Cost: 1 quality point
Effect: gain +1 save for 1 turn
A NOTE ON MOVEMENT
Moving your ships around the starmap will be a large part of the Action Phase.
Ship movement is derived from their equipment. Although a ship is not required
to have equipment that enables it to move (thus possibly functioning as a sort of
orbital battery or operational base), most ships will have engines like this:
Equipment Description
You’ll spend the necessary systems points to activate your engines and move
during the Action Phase.
Characters may only move between zones on ships. They may embark and
disembark at will within a zone during the Action Phase using the Redeployment
ability. You should keep track of which ship holds which character if multiple
elements occupy a zone.
DIPLOMACY
Diplomatic situations often arise when managing a
starbase.
Each situation will have its own set of involved factions
and possible outcomes. The situations are described in
more detail in the following pages, but they all share
fundamental principles:
Only characters may attempt to resolve a
diplomatic situation, not ships, structures, etc. Any
character may attempt to resolve any diplomatic
situation using the “Diplomacy” universal ability.
From the initial roll of 1d6 allowed by the ability,
you will add or subtract dice according to other
abilities and circumstances
If a roll has been “diminished,” subtract 1 from the
number of dice to a minimum of 1.
1d6 Effect
Outcome
Place 6 faction units and 4 units
1 Crusade from another faction on the host
planet or in orbit
Place 6 faction units on the host
2 War
planet or in orbit
Place 4 faction units on the host
3 Belligerence planet or in orbit
Place 2 faction units on the host
4 Heat
planet or in orbit
5 Peace Gain 2 Prestige
6 Pacification Gain 3 Prestige
Reaction
Place 4 neutral faction units on the
1 Concentration
host planet or in orbit. (a)
Place 2 faction units on the host
2 Generate small force
planet or in orbit (a)
Place 1 faction unit on the host
3 Generate heat
planet or in orbit (a)
4 Saber rattling Diminish the next Diplomacy roll
5 Stalemate No effect
6 Headway Add 1d6 to the next Diplomacy roll
Notes:
a) These units will cease being neutral unless the event is
resolved with Peace or Pacification.
REBELLION
A Rebellion diplomatic event indicates growing domestic unrest. You won’t roll a
faction for this one, but you will generate a host planet.
You’ll resolve the event by making a Diplomacy Action on the host planet and
referring to the Outcomes column of the chart below.
1d6 Effect
Outcome
Place 4 Marauder units and 2 units
1 Revolution from a random alien faction on the
host planet or in orbit
Place 4 Marauder units on the host
2 Rebellion
planet or in orbit
Place 2 Marauder units on the host
3 Revolt planet or in orbit
Place 1 Marauder unit on the host
4 Unrest planet or in orbit
5 Peace Gain 1 Prestige
6 Pacification Gain 2 Prestige
Reaction
Place 2 neutral Marauder units on
1 Partisan gatherings
the host planet or in orbit (a)
Place 1 neutral Marauder unit on
2 Mass protests
the host planet or in orbit (a)
3 Negotiations sour Diminish the next Diplomacy roll
Pay 5 RP by the end of the turn or
4 Demand
diminish the next Diplomacy roll
Pay 5 RP by the end of the turn to
5 Request
add 1d6 to the next Diplomacy roll
6 Negotiations improve Add 1d6 to the next Diplomacy roll
Notes:
a) These units will cease being neutral unless the event is
resolved with Peace or Pacification.
TRADE DISPUTES
A Trade Dispute indicates a commercial issue that could lead to armed conflict. Roll for
the faction involved and generate a host planet.
You’ll resolve the event by making a Diplomacy Action on the host planet and
referring to the Outcomes column of the chart below.
1d6 Effect
Outcome
Place 5 faction units and 3 units
1 SNAFU from another faction on the host
planet or in orbit
Place 5 faction units on the host
2 War
planet or in orbit
Place 2 faction units on the host
3 Belligerence planet or in orbit
Pay 5 RP by the end of the turn or
4 Peace at a cost place 2 faction units
5 Peace with minor reward Gain 1 Prestige, 5 RP
6 Peace with major reward Gain 2 Prestige, 10 RP
Reaction
Place 2 neutral faction units on the
1 Show of force
host planet or in orbit
Place 1 neutral faction unit on the
2 Heat
host planet or in orbit
3 Insult Diminish the next Diplomacy roll
Pay 5 RP by the end of the turn or
4 Demand
diminish the next Diplomacy roll
Pay 5 RP by the end of the turn to
5 Request
add 1d6 to the next Diplomacy roll
6 Headway Add 1d6 to the next Diplomacy roll
Notes:
a) These units will cease being neutral unless the event is
resolved with Peace or Pacification.
PANDEMICS
A Pandemic is a medical emergency that requires cure or containment beforeit
spreads.
When you place a Pandemic event and its host planet, you will also add a marker for
“Pandemic Damage.” You will roll for Pandemic Damage during the Action Phase and
during the Battle Phase.
If enemy units are on a planet hosting a Pandemic event, roll Pandemic Damage
against them at the beginning of each AI Phase.
A character may suffer Pandemic Damage in the following ways:
Performing an action in the Action Phase on a planet or ship or as a character
hosting a Pandemic Event.
If a character suffers Pandemic Damage, they are now hosting a new Pandemic event
themselves.
You’ll resolve the event by making a Diplomacy Action on a planet or in a zone
containing a character hosting the Pandemic and referring to the Outcomes column
of the chart below. Unless indicated, do not remove the event after attempting to
resolve it. Only a Cure outcome will execute an order.
1d6 Effect
Outcome
1-3 Containment No effect
4-5 Progress Add 1d6 to the next Diplomacy roll
Cure the Pandemic. Remove all
6 Cure associated Pandemic events and
hostility modifiers.
Reaction
Add a new Pandemic event to all of
1 Outbreak the planets in this zone and in every
adjacent zone.
Increase all associated Pandemic
2 Pandemic worsens
Damage by 1
3-5 Pandemic holds No effect
Subtract 1 from all associated
6 Resistance spreads
Pandemic Damage
JOINT VENTURES
Joint ventures are research agreements and projects with alien factions. Roll for the
faction involved and generate a host planet.
You’ll resolve the event by making a Diplomacy Action on the host planet and
referring to the Outcomes column of the chart below.
1d6 Effect
Outcome
1 Disaster Place a Pandemic Event in this zone
Place a Warmongering Event in this zone
2 Scandal
with the involved faction
Place a Trade Dispute Event in this zone with
3 Disagreement
the involved faction
Gain d6 RP and d3 AT from the involved
4 Minor success
faction
Gain 2d6 RP and d6 AT from the involved
5 Major success faction
Staggering Gain 3d6 RP, 2d6 AT, and place a Ceremony
6
success Event in this zone
Reaction
Every alien faction (not including Bugs and Marauders), is involved in a Ceremony
event. Generate a planet to host the event.
You’ll resolve the event by making a Diplomacy Action on the host planet and
referring to the Outcomes column of the chart below.
1d6 Effect
Outcome
1 Star War Place d6+2 units from each faction in this zone
2 Widespread Outrage Place a Warmongering Event in this zone for each involved faction
4 Disagreement Place a Trade Dispute Event in this zone for 1 involved faction
Place a Joint Venture Event in this zone for 1 involved faction and
5 Venture
gain 1 Prestige
Place a Joint Venture Event in this zone for as many involved
6 Enterprise
factions as desired and gain 2 Prestige
Reaction
2 Missile parade Place 2 neutral units from each faction to this zone
3 Backroom dealing Diminish the next reaction or diplomacy roll
Pay 5 RP by the end of the turn or diminish the next reaction or
4 Awkward parties
diplomacy roll
Pay 5 RP by the end of the turn to add 1d6 to the next reaction or
5 Friendly aliens
diplomacy roll or to gain d3 AT from a faction of your choice
6 Fruitful conversation Add 1d6 to the next reaction or diplomacy roll and gain d3 AT
UNORDERED OPERATIONS
While you are often ordered to perform actions, you may also perform them without
orders.
You will almost always need to conduct unordered probes and patrols and extractions
to sustain your economy and grow your forces.
Additionally, there are a few actions that arise during the game that are not the
subject of Orders.
Remember that activating equipment or abilities on hostile planets means
withstanding a hostility damage roll.
HOSTAGE NEGOTIATION
Characters and ships may sometimes be captured by enemy forces. If so, characters
may activate the Diplomacy ability to roll on the Hostage Negotiation Table if they are
in the zone where the unit is being held.
Characters add or subtract dice to this roll as normal based on their diplomatic abilities
and equipment and pick one result.
1d6 Result
1 The captured character or ship is destroyed
2 Diminish the next hostage negotiation roll
3 Stalemate – no effect
Hot evac – if desired, the captured unit is returned to player control, but the capturing unit
4
rolls damage against the freed unit as well as the negotiating character. Otherwise, no effect
Ransom – pay RP equal to the captured unit’s cumulative HP/Systems/Quality score to return
5
it to player control.
6 The captured unit is returned to player control
TACTICS
Characters can perform Tactics actions in both the Action Phase and the Battle Phase
by activating the associated universal ability.
This represents tactical preparation and skill. It affects the performance of units during
the Battle Phase.
To perform a Tactics action, roll 1d6 with modifiers on the Tactics Table. The Action
Phase results are shown below.
1 Outwitted The enemy has the initiative and the high ground to start the battle
4 Tactical Withdrawal You may withdraw your force before the battle begins
5 Scouting Start the battle with the initiative and the high ground
If you are rolling multiple dice for a tactics action, you may implement as many effects
as desired, but may never stack an effect more than once.
PLANNING
Planning allows characters to prepare more effective actions.
When you spend 1 Quality Point to perform a Planning action, you may “bank” one
point towards a future action. Planning actions can be performed in the Action Phase
as well as the Battle Phase.
In almost all cases, you must declare a specific target for your plan. Based on the
target, a planning point gives different bonuses.
A character may never have more dice committed towards a single target than they
have total Quality points.
These are the actions that you may bank towards and their targets and bonuses:
Battle damage – Target specific unit, +1 to damage roll per point
Battle save – Target specific unit to defend against +1 to save roll per point
Battle tactics – Target specific theater, +1 die per point
Action tactics – Target specific zone, +1 die per point
Extraction - Target specific planet, +1 to extraction roll per point
Probes – Target specific zone or planet, +1 die per point
A NOTE ON THEATERS
A “theater” is a sub-unit of a battle. They are divided like this:
Space is one theater
Friendly Enemy
Ships Ships
Friendly Enemy
Planetary Alien Beasts Planetary
Units Planet Type Units
Hostility Score
You’ll move the high ground marker back and forth on the horizon line to denote
possession.
If battling across multiple planets, mark the paper like this example:
Enemy
Planetary
Units
Alien Beasts
Planet Type Enemy
Hostility Score Planetary
Friendly Space Units
Planetary Alien Beasts
Units Planet Type
Hostility Score
Friendly
Planetary
Units
EXAMPLE
Here is a snapshot of a battle in progress:
DSC
DSC Stiletto Shadow
Dragon-
Romulus Fighter Cruiser
tooth
Jak Lya
Taylor Willis
Hannah
Nuton
Battle
Pat Walker
Robins
Ethan
Grant Battle
Walker
Grey
Legion
BATTLE ROUNDS
Battles are made up of 4 rounds:
Player round
Enemy round
Planet round (if fighting on a planet)
Withdrawal round
In the Player Phase, your units make attacks and take actions.
In the Enemy Round, enemy units attack and take actions.
In the Planet Round, planetary and environmental effects will be resolved.
In the Withdrawal Round, both sides may withdraw from the battle.
Battles continue until all units of one side have withdrawn or been eliminated.
Many pieces of equipment and abilities will call for you to “roll X/Y damage” against a
target unit. This means you’ll roll that sort of die to determine the results of an attack. X is
the unit’s orbital damage, the dice it rolls against space units. The Y is the unit’s planetary
damage, the dice it rolls against planetary units.
Other weapons deal damage against multiple targets, such as the SMG, which deals d3
damage against 2 planetary targets. Unless otherwise noted, you make each damage
roll separately.
The Sidearm is cheap but useful when trying to arm an entire fleet. With its low Quality
cost, a character can probably fire it several times per round, although it won’t do much
damage and is ineffective against orbital units.
Unless otherwise noted, you may only activate a piece of equipment or an ability once
per Battle Phase.
Once you’ve spent all the points you wish to spend, proceed to the Enemy Round.
DEALING DAMAGE
Before you apply the results of a damage roll, the defending unit may subtract its
save score from the roll. Saves primarily come from armor and ship shields.
CRITICAL HITS
You may both inflict and suffer critical hits. If a unit ever rolls a natural 6 on a damage
roll (even if that damage is technically a d2 or a d3, for example), it has scored a
critical hit. If you are rolling multiple d6s, one 6 result will activate a critical hit. In
addition to dealing damage if applicable, roll again on the Critical Table and apply
the results.
ELIMINATION
A unit is eliminated when it reaches 0 hull points or 0 health points.
Enemy units are removed from the game once eliminated. When one of your own
units is eliminated, roll on the Elimination Table.
1d6 Ship Structure Player Character
Destroyed means that the unit is removed from the game. If a ship or structure is
destroyed while characters are inside, the character is considered eliminated and
must roll on this table.
Captured means that the ship or unit is removed from the battle and will be
captured if enemy forces are victorious.
More specifically, your unit will be held by the enemy that did the final
damage. There are four ways to free a unit:
Conduct a successful Hostage Negotiation.
Destroy the enemy holding the unit.
If you destroy the enemy unit, your unit is returned to your control
immediately—it may participate in the next Player Round after it is freed.
Hostage negotiation is a Diplomacy action that occurs in the Action Phase.
Refer to the table for possible results.
If a unit is Wounded or Critically Damaged, it may longer participate in the current
battle except to Withdraw. After the battle is over, it returns to action with d3 hull or
health points restored.
BOARDING
ACTIONS
You may board enemy ships during the Battle Phase according to this process:
1. Declare which ship you are boarding
2. Pay the systems cost for equipment and quality cost for Redeployment for any
participating characters.
3. Starting immediately, any planetary units on the involved ships may begin to
battle each other.
4. Boarding actions continue until one side is eliminated or has withdrawn.
Attacking units may withdraw from a boarding action during the Withdrawal
Phase, and are considered to return to their original ship. Defending units may
only withdraw under special circumstances.
ENEMY CREW
You’ll notice that enemy ships have a section of their profile marked “Crew.” A ship’s
crew is treated like an onboard planetary unit that defends against boarding actions. It
does not board player ships or land on planets.
CAPTURING SHIPS
If an enemy ship is captured, it comes under your control and must be crewed to
operate. If crewed, its systems may be activated starting in the next Player Round.
All enemy ships in the game have a full profile, including systems and equipment, that
can be found in Appendix 3.
If you capture a Grey, Leonid, or Ooze ship, its available Systems Points are halved,
rounding down, until you spend that faction’s Alien Tech on a Systems Conversion.
If a player ship is captured, follow the normal rules for the elimination result.
PLANETARY LANDINGS
Moving from ships to planets does not require specialized
equipment but is otherwise conducted like boarding actions. For a
player-initiated landing:
1. Declare which planet you are landing on
2. Pay the Quality cost for Redeployment
3. Starting immediately, any planetary units may “land” on that
planet and start to battle enemies on that planet.
4. The battle continues until one side is eliminated or has
withdrawn. Attacking units may withdraw from a landing
action during the Withdrawal Phase, and are considered to
return to their original ship. Defending units may only
withdraw under special circumstances.
57
THE ENEMY ROUND
After you’ve spent all of your points, proceed to the Enemy Phase.
Enemy units look similar to your own units, but stripped-down. Enemy ships have hull
points and saves but no systems points. Enemy characters have health points and saves
but no quality points. Let’s take a look at one:
Attack 2d6/2d6
Leonid Lionship Hull: 8
LO3
Save: 5 12 RP
Transport
6 LT
Board
Attack: d6 4 Prestige
Land
Crew Health: 5
Save: 4
In the Enemy Phase, each enemy unit will make an attack. Before any rolls are made, you
choose which of your own units receives the attack, governed by a few parameters:
Your unit must be a valid target for the enemy unit
If the enemy unit is dealing orbital damage, your unit must be an orbital unit
If the enemy unit is a planetary unit dealing planetary damage, your unit must be a
planetary unit on the same planet or ship
If the enemy unit is an orbital unit dealing planetary damage, your unit must be on a planet
Enemy units will prioritize the target they can roll the most dice against. In the case
of ties, you choose the target unit.
The unit’s Attack score, divided as normal between orbital/planetary, indicates the
damage dice it rolls.
You will make saves like in the Player Round. However, you will refer to the AI Criticals
Table instead of the Player Criticals Table to resolve critical hits.
Some enemy units also have special abilities that are activated in the Enemy Round in
case of certain rolls or circumstances. These are noted with the unit’s profile.
After all enemy units have acted, proceed to the Planet Round.
ENEMY LANDING
If an enemy ship has the tag “transport” in its profile, it can and will carry planetary
units if possible.
A transport-capable ship can carry a number of planetary units equal to its hull
points.
Health points of the transported unit are irrelevant—each unit counts for 1 point against the
transporting ship’s hull limit
If there are multiple transport ships in a zone, planetary units will fill the largest (in hull
points) first
Ships will transport units from planets in their zone if the ship is ordered to move in
the AI Phase.
If a ship transporting units is involved in a battle, it will land those units when it
scores a critical hit, according to the following parameters.
If there are enemy ships in the zone and you don’t want to continue fighting, you must
move your ship out of the zone, one zone in any direction.
Battles continue until all units of one side are eliminated, withdrawn, or can no longer
make valid attacks.
Note that Withdrawal and Redeployment can sometimes look similar (as Braxton Bragg
would surely love to remind some historians). Here’s an example:
Major Heat is fighting a battle on-planet against a unit of Alien Bugs. His ship, Microwave, is in the
zone as well, uncontested by enemy ships. During the Player Round, Heat uses the Redeploy
universal ability to move back onboard Microwave. The Bugs can no longer attack, since they do
not deal orbital damage.
Likewise, Microwave does not deal planetary damage. Since no unit can make a valid attack, and
the player doesn’t want to move Major Heat back to the planet right now, the battle ends.
Let’s say there was an enemy ship in the zone as well. The player still wants to withdraw. After
Major Heat’s redeployment, the enemy ship would attack as usual during the Enemy Round. In
the Withdrawal Round, the player would Microwave out of the zone with Major Heat onboard.
You don’t have to withdraw all of your units at once. After you’ve conducted the
withdrawals you wish to, a new battle turn begins with a new Player Round.
ENDING A BATTLE
At the conclusion of the battle, reap whatever resource rewards are indicated for
eliminated enemies along with XP rewards according to the Rewards Table.
Damage suffered or inflicted during a battle continues to have effect until repaired or
healed.
Ships that were not destroyed in the game may be bought for their list price.
Your star sector, with accompanying planets and structures, may also be carried over.
Simply treat it as the starting map.
If the Station is destroyed, your next game will take place in a new star sector.
86 16
15
85
76
84 14
26
83 13
75 25
82 12
74 24
73 23
72 22
62 32
63 33
64 52 42 34
65 35
53 43
66 54 44
36
55 45
46
56
APPENDIX 1: TABLES
The following pages contain the
many tables needed to play the
game. Some tables, or parts of
them, are included in the preceding
rules, but they are all included here
as well.
Some of the tables are purely for
rolling on to generate random
results. Other tables, such as the
friendly structures table, can be used
for rolling on and also function as
menus for player choice.
TABLE 3: OPERATIONS
1d6 Order Type
1 Patrol (a)
2 Probe (b)
3 Extraction (c)
TABLE 1: ORDERS 4 Construction (d)
1d6 Order Type 5-6 Diplomacy (e)
1-3 Warrant (a) Notes:
4-6 Operation (b) a) Roll again. 1-3 this is a planetary patrol; 4-6
it is a space patrol. In the former case, roll to
generate a planet on Table.
Notes: b) Roll again. 1-3 this is a planetary probe; 4-6
a) Roll on Table 2 to determine the nature of it is a space probe. In the former case, roll
the Warrant to generate a planet on Table.
b) Roll on Table 3 to determine the nature of c) Roll on Table to generate a planet to extract
the Operation from.
d) Roll on Table to determine what you need
TABLE 2: ENEMY FORCES to build. If you need to build a planetary
structure, generate a planet to host it.
e) Roll on Table to further detail the diplomatic
1d6 Enemy Force event.
1-2 The Ooze Amalgamation (a) Refer to rules section “Ending the Game” for
details on what constitutes success or failure for
3-4 The Grey (b) these operations
1 Outwitted The enemy has the initiative and the high ground to start the battle
Analysis
2 Lose the remainder of your quality points
Paralysis
Tactical
3 You may withdraw your force before the battle begins
Withdrawal
4 Scouting Start the battle with the initiative and the high ground
5 Surprise Attack Skip the first Enemy Round in this battle
Move d3 enemy units to an adjacent zone of your choice (as long as the move meets
6 Deception
transport eligibility requirements). Start the battle with the initiative and the high ground
Battle Tactic
The enemy gains the initiative or the high ground, depending on the theater in which you
1 Outwitted
performed the Tactics action
Analysis
2 Lose the remainder of your quality points
Paralysis
3 Fortify Add d3 to a friendly unit’s save in this theater
Any friendly unit in this zone may spend 1 Quality Point to outflank the enemy this turn.
4 Outflank Those units add 1 to any damage rolls this turn. If any unit does this, gain the initiative or
high ground.
Any friendly unit in this zone may make a free attack and withstand a free attack from its
5 Charge
target this turn. If any unit does this, gain the initiative or high ground
6 Deception d3 units in this theater must skip their next turn. Gain the initiative or high ground
3 Captured and critically damaged Captured and critically damaged Captured and wounded
4 Captured and critically damaged Captured and critically damaged Captured and wounded
Notes:
When rolling on this table, take all results
3 Stalemate – no effect
Hot evac – if desired, the captured unit is returned to
player control, but the capturing unit rolls damage
4
against the freed unit as well as the negotiating
character. Otherwise, no effect
Ransom – pay RP equal to the captured unit’s
5 cumulative HP/Systems/Quality score to return it to
player control.
6 The captured unit is returned to player control
TABLE 19: STRUCTURES
Attack: d2/d3
Hull: 4
5 Extraction Site Save: 3 10 RP
Extraction actions may be
performed in this zone.
Attack: d2/d2
Hull: 3
Save: 2
6 Research Station Add 1d6 to Diplomacy 8 RP
and Reaction Rolls related
to Joint Ventures and
Pandemics on this planet
Attack: d6/d6
Leonid Panther Hull: 3
LO1
Scout Save: 2 4 RP
Transport
1 2 LT
Board
Attack: d6 1 Prestige
Land
Crew Health: 4
Save: 3
Attack: d6+1/d6+1
Leonid Cheetah Hull: 5
LO2
Corvette Save: 3 8 RP
Transport
2 4 LT
Board
Attack: d6 2 Prestige
Land
Crew Health: 4
Save: 3
Attack 2d6/2d6
Leonid Lionship Hull: 8
LO3
Save: 5 12 RP
Transport
3 6 LT
Board
Attack: d6 4 Prestige
Land
Crew Health: 5
Save: 4
Attack: d2/d6 3 RP
Leonid Jaguar
4 Health: 3 LP1 1 LT
Infantry
Save: 2 1 Prestige
Attack: d3/d6+1 5 RP
Leonid Tiger
5 Health: 5 LP2 2 LT
Infantry
Save: 3 2 Prestige
Attack: d3/d6+2 8 RP
6 Leonid Royals Health: 6 LP3 5 LT
Save: 4 3 Prestige
TABLE 23: MARAUDERS
1d6 Type Description AI Reward
Attack d3/d3
Junk Fighter Hull: 3
Save: 2
MO1 4 RP
1
Attack: d3 Transport 1 Prestige
Crew
Health: 4
Save: 2
Attack: d6/d6
Scrap Gunship Hull: 5
MO2
Save: 3
Transport 8 RP
2
Board 2 Prestige
Attack: d6
Land
Crew Health: 4
Save: 3
Attack d6+1/d6+1
Battle Barge Hull: 8
MO3
Save: 4
Transport 12 RP
3
Board 4 Prestige
Attack: d6+1
Land
Crew Health: 5
Save: 3
Attack: d2/d3
3 RP
4 Ruffians Health: 2 MP1
1 Prestige
Save: 1
Attack: d2/d6
5 RP
5 Brutes Health: 3 MP2
2 Prestige
Save: 2
Attack: d3/d6+1
8 RP
6 Gangsters Health: 4 MP3
3 Prestige
Save: 3
TABLE 24: BUGS
1d3 Type Description AI Reward
Attack: -/d6
3 RP
1 Bugs Health: 2 AB1
1 Prestige
Save: 2
Attack: -/d6+2
5 RP
2 Bug Beasts Health: 4 AB2
2 Prestige
Save: 4
Attack: d3/d6
8 RP
3 Bug Spitters Health: 3 AB3
2 Prestige
Save: 3
TABLE 25: WARMONGERING
1d6 Effect
Outcome
Place 6 faction units and 4 units from another faction on the host
1 Crusade
planet or in orbit
2 War Place 6 faction units on the host planet or in orbit
3 Belligerence Place 4 faction units on the host planet or in orbit
4 Heat Place 2 faction units on the host planet or in orbit
5 Peace Gain 2 Prestige
6 Pacification Gain 3 Prestige
Reaction
1 Concentration Place 4 neutral faction units on the host planet or in orbit. (a)
2 Generate small force Place 2 faction units on the host planet or in orbit (a)
3 Generate heat Place 1 faction unit on the host planet or in orbit (a)
4 Saber rattling Diminish the next Diplomacy roll
5 Stalemate No effect
6 Headway Add 1d6 to the next Diplomacy roll
Notes:
a) These units will cease being neutral unless the event is
resolved with Peace or Pacification.
TABLE 26: REBELLION
1d6 Effect
Outcome
Place 4 Marauder units and 2 units from a random alien faction on the
1 Revolution
host planet or in orbit
2 Rebellion Place 4 Marauder units on the host planet or in orbit
3 Revolt Place 2 Marauder units on the host planet or in orbit
4 Unrest Place 1 Marauder unit on the host planet or in orbit
5 Peace Gain 1 Prestige
6 Pacification Gain 2 Prestige
Reaction
1 Partisan gatherings Place 2 neutral Marauder units on the host planet or in orbit (a)
2 Mass protests Place 1 neutral Marauder unit on the host planet or in orbit (a)
3 Negotiations sour Diminish the next Diplomacy roll
4 Demand Pay 5 RP by the end of the turn or diminish the next Diplomacy roll
5 Request Pay 5 RP by the end of the turn to add 1d6 to the next Diplomacy roll
Negotiations
6 Add 1d6 to the next Diplomacy roll
improve
Notes:
a) These units will cease being neutral unless the event is resolved
with Peace or Pacification.
TABLE 27: TRADE DISPUTES
1d6 Effect
Outcome
Place 5 faction units and 3 units
1 SNAFU from another faction on the host
planet or in orbit
Place 5 faction units on the host
2 War
planet or in orbit
Place 2 faction units on the host
3 Belligerence planet or in orbit
Pay 5 RP by the end of the turn or
4 Peace at a cost place 2 faction units
5 Peace with minor reward Gain 1 Prestige, 5 RP
6 Peace with major reward Gain 2 Prestige, 10 RP
Reaction
Place 2 neutral faction units on the
1 Show of force
host planet or in orbit
Place 1 neutral faction unit on the
2 Heat
host planet or in orbit
3 Insult Diminish the next Diplomacy roll
Pay 5 RP by the end of the turn or
4 Demand
diminish the next Diplomacy roll
Pay 5 RP by the end of the turn to
5 Request
add 1d6 to the next Diplomacy roll
6 Headway Add 1d6 to the next Diplomacy roll
Notes:
a) These units will cease being neutral unless the event is
resolved with Peace or Pacification.
TABLE 28: PANDEMICS
1d6 Effect
Outcome
1-3 Containment No effect
4-5 Progress Add 1d6 to the next Diplomacy roll
Cure the Pandemic. Remove all
6 Cure associated Pandemic events and
hostility modifiers.
Reaction
Add a new Pandemic event to all of
1 Outbreak the planets in this zone and in every
adjacent zone.
Increase all associated Pandemic
2 Pandemic worsens
Damage by 1
3-5 Pandemic holds No effect
Subtract 1 from all associated
6 Resistance spreads
Pandemic Damage
TABLE 29: JOINT VENTURES
1d6 Effect
Outcome
1 Disaster Place a Pandemic Event in this zone
Place a Warmongering Event in this zone with the involved
2 Scandal
faction
Place a Trade Dispute Event in this zone with the involved
3 Disagreement
faction
6 Staggering success Gain 3d6 RP, 2d6 AT, and place a Ceremony Event in this zone
Reaction
4 Disagreement Place a Trade Dispute Event in this zone for 1 involved faction
Place a Joint Venture Event in this zone for 1 involved faction and
5 Venture
gain 1 Prestige
Place a Joint Venture Event in this zone for as many involved
6 Enterprise
factions as desired and gain 2 Prestige
Reaction
2 Missile parade Place 2 neutral units from each faction to this zone
3 Backroom dealing Diminish the next reaction or diplomacy roll
Pay 5 RP by the end of the turn or diminish the next reaction or
4 Awkward parties
diplomacy roll
Pay 5 RP by the end of the turn to add 1d6 to the next reaction or
5 Friendly aliens
diplomacy roll or to gain d3 AT from a faction of your choice
6 Fruitful conversation Add 1d6 to the next reaction or diplomacy roll and gain d3 AT
REACTION TABLES
REACTION TABLE OO1: REACTION TABLE OO3:
OOZE ZIT FIGHTER OOZE HIVESHIP
1d6 AI Phase 1d6 AI Phase
Move 1 zone towards zone of Move 1 zone towards zone of
1
1 origin, diminish next reaction origin
roll
Move 1 zone towards zone of
Move 1 zone towards zone of 2
2 origin
origin
Move 1 zone towards zone of
Move 1 zone towards zone of 3
3 origin; critical
origin; critical
4 Hold position; group critical
4 Hold position
5 Hold position; group critical
5 Hold position; critical
Move 1 zone towards nearest
Move 1 zone towards nearest 6
6 foe, group critical
foe, critical
2 Hold position
1d6 AI Phase
1 No effect
2 No effect
3 No effect
4 Critical
5 Group Critical
6 Group Critical
REACTION TABLE MO1: REACTION TABLE MO3:
JUNK FIGHTER BATTLE BARGE
1 Hold position
2 Hold position
3 Hold position; group critical
Move 1 zone towards nearest
4
foe
Move 1 zone towards nearest
5
foe; critical
Move 2 zones towards nearest
6
foe, critical
REACTION TABLE MP1:
RUFFIANS
1d6 AI Phase
1 No effect
2 No effect
3 No effect
4 No effect
5 No effect
6 Critical
Note: unlike character armor, you may combine ship shields and
engines at will
SHIP EQUIPMENT: WEAPONRY
Type Description Cost
Use: battle phase
Cyclops Cannons Cost: 1 systems point 4 RP
Effect: roll d3/d3 damage against 1 target
Use: battle phase
Minotaur Cannons Cost: 1 systems point 6 RP
Effect: roll d6/d6 damage against 1 target
Use: battle phase
Kraken Cannons Cost: 2 systems points 7 RP
Effect: roll d6+1/d6+1 damage against 1 target
Use: battle phase
Pluto Lasers Cost: 2 systems points 3 RP
Effect: roll d3/d3 damage against 1 target
Use: battle phase
Neptune Lasers Cost: 2 systems points 4 RP
Effect: roll d6/d6 damage against 1 target
Use: battle phase
Jupiter Lasers Cost: 3 systems points 6 RP
Effect: roll d6+1/d6+1 damage against 1 target
Use: battle phase
Tungsten Bombs Cost: 2 systems points 4 RP
Effect: roll -/d6 damage against a single target
Use: battle phase
Neutron Bombs Cost: 2 systems points 6 RP
Effect: roll -/2d6 damage against a single target
Use: battle phase
Cost: 1 systems point
Targeting Beam Effect: pick a unit and roll a d6. on a 4+ 2 to every 3 RP
damage roll against that unit this turn
SHIP EQUIPMENT: SUPPLEMENTAL
Type Description Cost
Use: passive
Improved systems Effect: add 1 to ship systems points 3 RP
May be purchased twice
Use: passive
Improved hull Effect: add 1 to ship hull points 4 RP
May be purchased twice
Use: battle phase
Orion sights Cost: 2 systems points 3 RP
Effect;: add 1d3 to this ship’s damage rolls this turn
Use: action phase
Orbital probes Cost: 2 systems points 6 RP
Effect: conduct an Orbital Probe action in your zone
Use: action phase
Cost: 2 systems points
Planetary probes 6 RP
Effect: make a1d6 Planetary Probe roll on a planet in your
zone,
Use: action phase
Extractors Cost: 4 systems points 8 RP
Effect: conduct an extraction action on a planet in your zone,
Use: action phase
Cost: 5 systems points
Improved extractors 14 RP
Effect: conduct an extraction action with an additional die on a
planet in your zone,
Use: battle phase/action phase
Repair bots Cost: 2 systems points 4 RP
Effect: make a 1d6 Repair roll on this ship
Use: battle phase or action phase
Improved repair bots Cost: 3 systems points 6 RP
Effect: make a 2d6 Repair roll on this ship
Use: battle phase
Boarding pods Cost: 2 systems points 3 RP
Effect: allows boarding actions
Note: a ship may not have duplicates of supplemental equipment
Character Tables
CHARACTER BACKGROUNDS
Type Description Cost
+1 health
Pilot
+2 quality 2 XP
Background
Move 1 extra zone when activating engines
+2 health
Soldier
+2 quality 2 XP
Background
Add 1 die to planetary damage rolls
+1 health
Diplomat
+2 quality 2 XP
Background
Add 2 dice to diplomacy rolls
+1 health
Engineer +3 quality
2 XP
Background Add 1d3 to extraction results
Add 1 to ship systems
+1 health
Academy
+2 quality 2 XP
Background
Add 2 dice to planning rolls
+1 health
Scientist
+2 quality 2 XP
Background
Add 2 dice to Joint Venture and Pandemic event rolls
+2 health
Crew Chief
+2 quality 2 XP
Background
Add 2 dice to ship repair rolls
Note: a character may not have more than two backgrounds when
initially requisitioned, and never more than three.
CHARACTER ABILITIES: PASSIVE
Note: a character may not purchase an ability more than once unless otherwise noted or in
cases of picking different factions, events, etc. for single ability.
CHARACTER ABILITIES: ACTIVE
Type Description Cost
Note: you may only use one piece of armor’s save bonus per battle turn, i.e. you can’t stack a light armor + heavy
armor save bonus
CHARACTER EQUIPMENT CONTINUED
STRUCTURE UPGRADES
Upgrade Type Description Cost
Improved planetary defenses +2 planetary attack damage 3 RP
Fortifications +2 save 3 RP
Hardened +1 hull point 3 RP
Improved orbital defenses +2 orbital attack damage 3 RP
+1 orbital attack damage
Improved defenses 5 RP
+1 planetary attack damage
Improved extractors +1 extraction die on this planet 5 RP
Sentry stations +1 patrol die on this planet 5 RP
Recon drones +1 probe die on this planet 5 RP
Note: a structure may not have duplicates of upgrades
OOZE TECH
Tech Description Cost
Pay in the Requisition Phase to remove the half- OT equal to ship’s maximum
Ship conversion
systems modifier from captured Ooze ships systems points
GREY TECH
Tech Description Cost
Use: battle phase
Cost: 4 systems points
Effect: gain 2 save for 1 battle turn. If
Grey shields you save damage this turn, subtract 4 GT
2 from subsequent damage rolls this
turn
Use: battle phase
Cost: 1 quality point
Effect: gain 2 save for 1 battle turn. If
Grey armor you save damage this turn, subtract 3 GT
2 from subsequent damage rolls this
turn
Use: battle phase
Cost: 3 systems points
Switchblade Lasers 4 GT
Effect: roll d6/d3 damage against 1
target
Use: battle phase
Cost: 3 systems points
Repeating Laser Rifle 3 GT
Effect: roll d2/d6+1 damage against
2 targets
Use: battle phase
Cost: 3 systems points
EMP Missiles Effect: roll d3/- damage against 1 5 GT
target. If you deal damage, the target
may not make saving rolls this turn
Use: battle phase
Cost: 10 systems points
Effect: roll 3d6/3d6 damage against
1 target. If you deal damage to a
planetary unit, roll 1d6. If you roll a 1-
Planetkiller Laser 3, the planet is removed from the 20 GT
game and everything on it is
eliminated. Roll d6 damage against
every unit left in the zone except
your ship. If the planet is unoccupied,
this happens automatically
Pay in the Requisition Phase to
GT equal to ship’s maximum systems
Ship conversion remove the half-systems modifier
points
from captured ooze ships
LEONID TECH
Tech Description Cost
Use: action/battle phase, one use only
Leonid Stimpak Cost: 2 quality points 2 LT
Effect: gain 1d6 temporary quality points
Use: battle phase
Cost: 2 quality points
Power Claws Effect: roll -/d6+1 damage against 1 5 LT
target. After resolving damage, that unit
attacks you immediately in return.
Use: battle phase
Cost: 2 systems points
Explosive boarding pods Effect: initiate a boarding action, also 6 LT
rolling d6 damage against the target
ship and enemy units on board
Use: battle phase, one use only
Cost: 2 quality points
CLAW grenade 2 LT
Effect: roll -/2d6 damage against 1
target
Use: battle phase
Cost: 2 quality points
Leonid crossbow 4 LT
Effect: roll d2/d6+2 damage against 1
target
Use: battle phase
Cost: 2 systems points
Camouflage armor 6 LT
Effect: if you do not make an attack
after activating this armor, gain 3 save
Pay in the Requisition Phase to remove
LT equal to ship’s maximum
Ship conversion the half-systems modifier from captured
systems points
ooze ships
APPENDIX: UNIT TEMPLATES
THE DIRECTORATE
THE STATION
Equipment Description
+12 hull
Station Chassis
+12 systems
Use – battle phase
Ajax Shields Cost – 4 systems points
Effect – gain 4 save
Use – battle phase
Aegis Shields Cost – 3 system points
Effect – gain 3 save
Use: battle phase
Minotaur Cannons Cost: 2 systems points
Effect: roll d6/d6 damage against 1 target
Use: battle phase
Jupiter Lasers Cost: 4 systems points
Effect: roll 2d6/2d6 damage against 1 target
Use: battle phase
Boarding pods Cost: 3 systems points
Effect: initiate a boarding action
Note: the Station may not move or use engines, and its zone can’t be
explored, but other upgrades work normally.
+1 health
+2 quality
Diplomat Background Add 2 dice to diplomacy rolls 2 XP
Add 1 die to tactics rolls
Use: battle phase
Sidearm Cost: 1 quality point 1 RP
Effect: roll -/d2 damage against 1 target
Use: passive
Light Armor 1 RP
Effect: gain 2 save
Use: action/battle phase, one use only
Cost: 2 quality points
Medpak 1 RP
Effect: restore 1d6 health points for this character or a
character on the same ship or planet
THE DIRECTORATE, CONT’D
WING COMMANDER
Equipment/Ability Description Cost
+1 health
Pilot Background +2 quality 2 XP
Add 2 to ship save
+1 health
Academy +2 quality
2 XP
Background Add 2 dice to planning rolls
Add 1 die to diplomacy rolls
SPACE MARINE
Equipment/Ability Description Cost
+2 health
+2 quality
Soldier Background 2 XP
Add 1 die to planetary damage rolls
Add 1 to planning rolls
+1 health
Academy +2 quality
2 XP
Background Add 2 dice to planning rolls
Add 1 die to diplomacy rolls
Use: passive
Medium armor 2 RP
Effect: gain 3 save
Use: passive
Light Armor 1 RP
Effect: gain d3 save
Use: passive
Hostility Gear 2 RP
Effect: gain 2 to save rolls against planetary hostility damage
DIPLOMAT
Use: passive
Light Armor 1 RP
Effect: gain 2 save
THE DIRECTORATE, CONT’D
ENGINEER
Equipment/Ability Description Cost
+1 health
+3 quality
Engineer Background Add 1d3 to extraction results 2 XP
Add 1 to ship systems
Use: passive
Light Armor 1 RP
Effect: gain d3 save
PILOT
Equipment/Ability Description Cost
+1 health
Pilot Background +2 quality 2 XP
Add 2 to ship save
Use: battle phase
Sidearm Cost: 1 quality point 1 RP
Effect: roll -/d2 damage against 1 target
Use: passive
Light Armor 1 RP
Effect: gain 2 save
THE DIRECTORATE, CONT’D
SOLDIER
Equipment/Ability Description Cost
+2 health
+2 quality
Soldier Background 2 XP
Add 1 die to planetary damage rolls
Add 1 to planning rolls
Use: passive
Medium armor 2 RP
Effect: gain 3 save
CREW CHIEF
Equipment/Ability Description Cost
+2 health
Crew Chief Background +2 quality 2 XP
Add 2 dice to ship repair rolls
Use: battle phase
Sidearm Cost: 1 quality point 1 RP
Effect: roll -/d2 damage against 1 target
Use: passive
Light Armor Cost: none 2 RP
Effect;: gain 2 save
Use: passive
Repair Kit 6 RP
Effect: add 1 die to repair rolls
THE GREY
STILETTO FIGHTER
Equipment Description
+2 hull
Stiletto Fighter Chassis
+4 systems
Use – battle phase
Perseus Shields Cost - 2 system points
Effect - gain 2 save
Use – action phase
Nero Engines Cost – 3 systems points
Effect – move one zone
Use: battle phase
Switchblade Lasers Cost: 3 systems points
Effect: roll d6/d6 damage against 1 target
SHADOW CRUISER
Equipment Description
+6 hull
Cruiser Chassis
+8 systems
Use: battle phase
Cost: 4 systems points
Grey shields Effect: gain 2 save for 1 battle turn. If you save
damage this turn, subtract 2 from subsequent
damage rolls this turn
Use – action phase
Coronus Engines Cost – 5 systems points
Effect – move up to two zones
Use: battle phase
Switchblade Lasers Cost: 3 systems points
Effect: roll d6/d3 damage against 1 target
Use: battle phase
Cost: 3 systems points
EMP Missiles
Effect: roll d3/- damage against 1 target. If you deal
damage, the target may not make saves this turn
THE GREY, CONT’D
BLADESHIP
Equipment Description
+10 hull
Battleship Chassis
+ 8 systems
Use: battle phase
Cost: 4 systems points
Grey shields Effect: gain 2 save for 1 battle turn. If you save
damage this turn, subtract 2 from subsequent
damage rolls this turn
Use – once per battle phase
Ajax Shields Cost – 5 systems points
Effect – gain 4 save for 1 battle turn
Use – action phase
Coronus Engines Cost – 5 systems points
Effect – move up to two zones
Use: battle phase
Switchblade Lasers Cost: 3 systems points
Effect: roll d6/d3 damage against 1 target
Use: battle phase
Cost: 3 systems points
EMP Missiles
Effect: roll d3/- damage against 1 target. If you deal
damage, the target may not make saves this turn
THE OOZE
ZIT FIGHTER
Equipment Description
+4 hull
Fighter Chassis
+4 systems
Use – action phase
Nero Engines Cost – 3 systems points
Effect – move one zone
Use: battle phase
Slime Cannons Cost: 3 systems points
Effect: roll d6+1/d6+1 damage against 1 target
Use: battle phase
Cost: 4 systems points
Adaptive Shields Effect: gain 2 save for 1 battle turn. If you save
damage this turn, add 2 to your save rolls for the
duration of the battle
WARTCRAFT
Equipment Description
+6 hull
Wartcraft Chassis
+4 systems
Use – action phase
Nero Engines Cost – 3 systems points
Effect – move one zone
Use: battle phase
Slime Cannons Cost: 3 systems points
Effect: roll d6+1/d6+1 damage against 1 target
Use: battle phase
Cost: 4 systems points
Adaptive Shields Effect: gain 2 save for 1 battle turn. If you save
damage this turn, add 2 to your save rolls for the
duration of the battle
Use: battle phase
Cost: 2 systems points
Pox Bombs
Effect: roll -/d6-2 damage against 1 target. If you deal
damage, place a Pandemic event on this planet
Use –battle phase
Aegis Shields Cost – 3 system points
Effect – gain 3 save
THE OOZE, CONT’D
HIVESHIP
Equipment Description
+10 hull
Battleship Chassis
+8 systems
Use – action phase
Nero Engines Cost – 3 systems points
Effect – move one zone
Use: battle phase
Slime Cannons Cost: 3 systems points
Effect: roll d6+1/d6+1 damage against 1target
Use: battle phase
Cost: 4 systems points
Adaptive Shields Effect: gain 2 save for 1 battle turn. If you save
damage this turn, add 2 to your save rolls for the
duration of the battle
Use: battle phase
Cost: 2 systems points
Pox Bombs
Effect: roll -/d6-2 damage against 1 target. If you deal
damage, place a Pandemic event on this planet
Use – once per battle phase
Ajax Shields Cost – 5 systems points
Effect – gain 4 save
Use: battle phase
Plasma Missiles Cost: 3 systems points
Effect: roll d6+2/d6+2 damage against 1 target
THE LEONID HEGEMONY
PANTHER SCOUT
Equipment Description
+4 hull
Panther Scout Chassis
+3 systems
Use: battle phase
Cost: 2 systems points
Camouflage armor
Effect: if you do not make an attack after activating
this armor, gain 3 save
Use – action phase
Nero Engines Cost – 3 systems points
Effect – move one zone
Use: battle phase
Minotaur Cannons Cost: 2 systems points
Effect: roll d6/d6 damage against 1 target
CHEETAH CORVETTE
Equipment Description
+6 hull
Cheetah Corvette Chassis
+6 systems
Use: battle phase
Cost: 2 systems points
Camouflage armor
Effect: if you do not make an attack after activating
this armor, gain 3 save
Use – action phase
Coronus Engines Cost – 4 systems points
Effect – move up to two zones
Use: battle phase
Minotaur Cannons Cost: 2 systems points
Effect: roll d6/d6 damage against 1 target
Use: battle phase
Kraken Cannons Cost: 3 systems points
Effect: roll 2d6/2d6 damage against 1 target
Use: battle phase
Cost: 2 systems points
Explosive boarding pods Effect: initiate a boarding action, also rolling d6
damage against the target ship and enemy units on
board
THE LEONID HEGEMONY, CONT’D
LIONSHIP
Equipment Description
+11 hull
Lionship Chassis
+8 systems
Use: battle phase
Cost: 2 systems points
Camouflage armor
Effect: if you do not make an attack after activating
this armor, gain 3 save
Use – action phase
Coronus Engines Cost – 5 systems points
Effect – move up to two zones
Use: battle phase
Minotaur Cannons Cost: 2 systems points
Effect: roll d6/d6 damage against 1 target
Use: battle phase
Kraken Cannons Cost: 3 systems points
Effect: roll 2d6/2d6 damage against 1 target
Use: battle phase
Cost: 2 systems points
Explosive boarding pods Effect: initiate a boarding action, also rolling d6
damage against the target ship and enemy units on
board
Use: battle phase
Orion sights Cost: 2 systems points
Effect;: add 1 to this ship’s damage rolls this turn
MARAUDERS
JUNK FIGHTER
Equipment Description
+4 hull
Junk Fighter Chassis
+3 systems
Use – battle phase
Perseus Shields Cost - 2 system points
Effect - gain 2 save
Use – action phase
Nero Engines Cost – 3 systems points
Effect – move one zone
Use: battle phase
Cyclops Cannons Cost: 2 systems points
Effect: roll d3/d3 damage against 1 target
SCRAP GUNSHIP
Equipment Description
+5 hull
Scrap Gunship Chassis
+3 systems
Use – battle phase
Perseus Shields Cost - 2 system points
Effect - gain 2 save
Use – action phase
Nero Engines Cost – 3 systems points
Effect – move one zone
Use: battle phase
Cyclops Cannons Cost: 2 systems points
Effect: roll d6/d6 damage against 1 target
Use: battle phase
Pluto Lasers Cost: 2 systems points
Effect: roll d3/d3 damage against 1 target
MARAUDERS, CONT’D
BATTLE BARGE
Equipment Description
+6 hull
Battle Barge Chassis
+3 systems
Use –battle phase
Aegis Shields Cost – 3 system points
Effect – gain 3 save
Use – action phase
Nero Engines Cost – 3 systems points
Effect – move one zone
Use: battle phase
Cyclops Cannons Cost: 2 systems points
Effect: roll d3/d3 damage against 1 target
Use: battle phase
Pluto Lasers Cost: 2 systems points
Effect: roll d3/d3 damage against 1 target
Use: battle phase
Kraken Cannons Cost: 3 systems points
Effect: roll 2d6/2d6 damage against 1 target
Use: battle phase
Cost: 2 systems points
Explosive boarding pods Effect: initiate a boarding action, also rolling d6
damage against the target ship and enemy units on
board
APPENDIX: PREMADE SCENARIOS
SCENARIO 1: MARAUDER INTERCEPT
BACKGROUND
Your squadron has encountered a small Marauder force in the depths of deep space.
Bring them to justice!
NOTES
This is a learn-to-play scenario focused on spaceship combat. This is only a battle—you
will play through one Battle Phase to complete the scenario.
FORCES
Player: 1 Mulos fighter, 1 Taranis corvette, 1 space marine, 1 crew chief, 1 wing
commander + 6 Prestige Points
Marauders: 1 junk fighter, 1 scrap gunship
VICTORY CONDITIONS
Eliminate the Marauder force.
SCENARIO 2: BUG PATROL
BACKGROUND
While on patrol, your away team encounters an angry colony of alien bugs.
NOTES
This is a learn-to-play scenario focused on land/space combat. This is only a battle—you
will play through one Battle Phase to complete the scenario.
FORCES
Player: 1 Lorena frigate, 1 space marine, 1 crew chief, 1 soldier + 6 Prestige Points
Bugs: 2 bugs, 1 bug beast, 1 bug spitter
Planet: Rocky, hostility 2
VICTORY CONDITIONS
Eliminate the Bug force
SCENARIO 3: HEGEMONY RISING
BACKGROUND
In a climactic engagement across multiple planets, you fight a desperate battle against
the Leonids.
NOTES
This is a learn-to-play scenario focused on land/space combat, boarding and landing,
and redeployment. This is only a battle—you will play through one Battle Phase to
complete the scenario.
FORCES
Player: 1 Lorena frigate, 1 Taranis corvette, 2 Mulos fighters, 1 space marine, 2 crew
chiefs, 3 soldiers, 1 wing commander, 1 pilot + 12 Prestige Points
you may choose how to deploy your forces
Leonids: On Planet A: 2 Leonid Royals
On Planet B: 1 Jaguar Infantry, 1 Tiger Infantry
In space: 1 Lionship, 1 Jaguar Corvette, 1 Panther Scout
Planet A: Ice, hostility 3
Planet B: Rocky: hostility -2
VICTORY CONDITIONS
Eliminate the Leonid force